Time for more Hearthstone, until Legacy of the Void in released!
Although I have played druid in the past, even some more cancerous variants, like the hobgoblin one :), i must say this is the most fun druid deck of all time, and a very efficient one too. As i am not Victor Ponta, i won’t take credit for inventing this deck, i just played it and i’ll try to explain it better here, as the original can be found on Hearthpwn, as Cursed’s Aggro Druid.
Here is the original decklist, and i managed to reach legend on the EU server without any modifications, but depending on the current meta, some changes can be made:
I’ll explain below the role of each card and it’s place in the deck:
Innervate: Always keep in starting hand as we need this to make strong early plays, to shift the tempo in our favour when we need it, or use force of nature + savage roar combo earlier. It can also trigger counterspell vs a tempo mage or can outrigh win you the game if you use it to play Fel Reaver in turn 1, 2 or 3. I have never lost a game where my starting hand contained x2 innervates and a reaver, but that is the ideal scenario and won’t happen too often.
Living roots The Grand Tournament brought some nice goodies for druid, and this card fits in all druid archetypes. It is the best play when you start first, having 2 1-1’s on the board, as it can trade very well with an early threat (lepper gnome from hunter), a mirror enemy darnassus or pop the paladin’s noble sacrifice or a shielded minibot shield. The best part is that this card can also be used as 2 direct damage, reaching for example a knife jugler hiding behind a taunt or just deliver the missing extra face damage. Living roots is great at the start and at the end of the game, as the poor 1-1 tokens are a good adition to a combo move, giving you a significant value. Living roots together with other low mana cards can lead to a turn 3-4 win with savage roar if the opponent can’t deal with your board.
Leper Gnome A substitute play for turn 1 in case you don’t get Living roots, can trade with most drops and it can add a little reach with its deathrattle in the late game. A must have for all cancer decks of Hearthstone 😛
Darnassus Aspirant Another great TGT adition to druid, used in all deck variants, can add tremendous tempo to your play, and is a must keep in your starting hand. I for one keep it even if i am first and i didn’t get a 1 drop, and when you have the coin, playing this first is mandatory, as in most of the cases it won’t be removed and it can open new oportunities, especially if it lives a few more rounds: playing a Fel Reaver or a Druid of the Claw faster, using Knife Juggler and living roots and so on…
Druid of the Saber Yup, TGT has been good for druid 😛 This nice 2 drop will turn in most cases in a 3-2 stealth, but can act as a removal vs a knife juggler or other threath and add an extra needed dmg for a savage roar turn.
Knife Juggler One of the best cards from the early days of Hearthstone, all aggro decks have used it and will continue to use it until the end of time. Synergises very well with living roots, gnomes, shredder trades and ofcourse, with Force of Nature (FoN).
Savage Roar Most of the times when you use this, it means you won 🙂 It can augument the classic FoN for a minimum of 14 damage, pull the double combo with an innervate and x2 roars for 22 damage or just secure early kills or near lethal damage (if you have a follow-up like swipe or another way to deal dmg the next turn) when used on 3-4 minions. In some cases using it only on a minion or just for your hero will be necessary, but it takes some practice to make the right calls. The main point is when you play against classes that have strong late game, like handlock, priest, warrior, scoring a big hit early on with a few minions and Savage Roar may be your only way to win.
Shade of Naxxramas Shades fill the 3 mana spot and if played early on, they can trade very efficiently later, but it’s up to you to make the best choice when to attack with them. They also serve the role of an extra damage for when you have the combo, emerging out of stealth just to deal the final blow.
Swipe Used to remove taunts, clear boards (especially muster for battle), or just give us the needed reach. When you have one or both swipes in hand and/or keeper, roots, you can use first chargers, FoN or anyhting that can hit face, even if it will get removed the next turn or the opponent can taunt up (especially good vs handlocks, as they can’t usually throw giants, taunt them and heal the same turn).
Keeper of the Grove is our only silence, so use it wisely. Even if it looks like a good play to silence your darnassus or reaver, you should keep them for bypassing taunts or reach behind them with the 2 dmg for lethal. Against mid range paladin they are essential for Tirion or silencing an aldored reaver or Boom.
Piloted Shredder is probably one of the best non-legendary cards from GvG, as it deals decent damage and always leaves behind something more or less usefull, ideal for when you set up your combo kill. Can ocassionaly combo with knife jugler as well, and is a real pain to be removed with weapons. Still, sometimes it will mess up a perfect board by giving you Doomsayer or just annoy you with a Darnassus 🙂
Savage Combatant Is a good 4 drop that will add 2 damage to your hero power, letting you trade with some minions, or just get good value out of 2 mana. If left unchecked, it also deals nice damage to face and against priest can draw removal from Shadow word: Death, while you play your reaver or innvervated Boom next turn 🙂
Druid of the Claw Used in all druid decks, is a very versatile card with either a strong 4-6 taunt body, or a 4-4 charger, depending on the situation. Most of the times it will be used in bear form, even in this aggro deck, as it can protect jugglers, shades and other stuff, but a good use of it’s charge, except for finishing moves, is against a flamewalker.
Fel Reaver A card best suited to decks just like this, where one way or the other you won’t make it to the late game, so you don’t care about discarded cards. Along with innervate, an early played reaver can win you the game just then and there, as most classes won’t have a way to deal with it. Don’t care about the cards that get burned, just hit face as much as you can and leave your enemy as hurt as possible, but be carefull if you play him later on, when the opponent’s hand is full and especially vs mages, that can freeze him and just mill your deck.
Force of Nature FoN will be used most of the times for the combo-wombo, but don’t be shy to play it sooner if you need to. The dream is to have it in hand along with roar and innervate in turn 7 😛
Dr. Boom Best neutral legendary from GvG, has a place in most Hearthstone decks, an especially in this one, where we have 2 other Bgh targets and
The deck, in action vs the current meta decks:
So, in a quick recap, we have a few different win conditions, depending on our starting hand, the early plays, and ofcourse, the Rnjesus of Hearthstone 🙂
1. Innervated Reaver in turn 1, 2 or even 3 will most likely be crippling for our opponents, but a standard turn 5 play is in most cases strong enough as well.
2. Having a strong board presence in the early game and just using Savage Roar to outright kill your opponent or leave him with very low hp to be finished the next turn.
3. Making smart trades and hitting face as much as possible, allowing a FoN + Roar combo later on.